/*
    Deferred Shader - Flat Vertex Shader
    
    simply return position in this one.
*/

varying vec2 uv;    // uv coordinates
varying vec2 coord; // eye-space coordinates

void main() {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    
    coord = gl_Position.xy;
    uv = gl_MultiTexCoord0.st;
}